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Evaluating User Experience in Games: Concepts and Methods - Lirmm

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196 F. Mueller <strong>and</strong> N. Bianchi-Berthouze<br />

as players answer questions regard<strong>in</strong>g their experience after they have played the<br />

game, “outside” their immediate engagement with it, a critique <strong>in</strong> common with<br />

post-<strong>in</strong>terviews. The participants need to divert their focus of attention to the evaluation<br />

task, divert<strong>in</strong>g from the experience; the same experience they are now asked<br />

to self-assess. This criticism is common amongst questionnaire approaches, whether<br />

the game facilitates exertion or not. However, if the players exerted themselves as<br />

part of the game play, several factors <strong>in</strong>fluence their answers <strong>in</strong> ways different to<br />

a keyboard or gamepad experience: First, as exertion games are believed to facilitate<br />

more emotional play (Bianchi-Berthouze et al. 2007), these affected states of<br />

emotions could <strong>in</strong>fluence the assessment players give, <strong>in</strong> particular if the questions<br />

are asked immediately after the game. We acknowledge that these altered emotional<br />

states could be a desired effect of the game, worth captur<strong>in</strong>g <strong>in</strong> the evaluation<br />

process; however, we want to po<strong>in</strong>t out that researchers should be aware that the<br />

emotional change could occur not only from the game content, but also from the<br />

physical exertion the game facilitates, which might have different implications for<br />

the analysis. Second, a possibly lower recovery curve from a heightened state of<br />

arousal based on exertion might affect an effective comparison with non-exertion<br />

game data. To expla<strong>in</strong>: The emotions facilitated by the <strong>in</strong>volvement of the body<br />

<strong>in</strong>teract with the physiological functions of the body <strong>in</strong> a bidirectional relationship,<br />

<strong>and</strong> it has been suggested that this relationship can affect the emotional engagement<br />

with the game for longer than <strong>in</strong> a traditional non-exertion game, <strong>in</strong> which<br />

the engagement is ma<strong>in</strong>ly regulated by cognitive functions (Lehrer 2006). This prolonged<br />

engagement with the game is not limited to emotional aspects, for example <strong>in</strong><br />

our <strong>in</strong>vestigations of Breakout for Two (Mueller et al. 2003), we have observed that<br />

players needed a break to physically recover from the activity before they were able<br />

to fill out a questionnaire. This suggests that the exertion aspect can affect the time<br />

between the game experience <strong>and</strong> answer<strong>in</strong>g questions, possibly alter<strong>in</strong>g the recall<br />

capability of the experience. Furthermore, research has shown that cognitive functions<br />

are improved after exercise (Ratey 2008), which might also impact upon how<br />

the subjects answer, <strong>in</strong>dependent from the experience under <strong>in</strong>vestigation. These<br />

potential effects do not eradicate the use of questionnaires as evaluation method for<br />

exertion games, but researchers might benefit from be<strong>in</strong>g aware of these potential<br />

<strong>in</strong>fluences that are quite different than what is expected <strong>in</strong> traditional questionnaire<br />

experiences <strong>in</strong> order to address them <strong>in</strong> their evaluation design.<br />

11.4 <strong>Evaluat<strong>in</strong>g</strong> <strong>User</strong> <strong>Experience</strong> In-Place<br />

In the previous sections, we have focused on methods that rely on data gathered after<br />

the gam<strong>in</strong>g action. We are now describ<strong>in</strong>g our experiences with directly observ<strong>in</strong>g<br />

exertion actions while they are tak<strong>in</strong>g place. We focus on how the analysis of participants’<br />

non-verbal behaviour can give <strong>in</strong>sights <strong>in</strong>to their experience, <strong>in</strong> particular,<br />

we describe how it helped us to quantify <strong>and</strong> reason about the effect of a game’s<br />

design on social <strong>and</strong> emotional experiences.

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